 Fandalin, a town where adventurers begin and legends are born. Rumors of a dragon nearby strikes fear into the hearts of citizens. Perhaps this is your chance to make a name of yourself. Dragon of Icefire Peak is the beginner adventure for the Dungeons & Dragons Essentials Kit. Set a few years after the events of Lost Minds of Van Delver, this adventure has you investigating the new issues that plague the town of Fandalin. Hopefully, you defeat the evil that lurks and gain some reputation along the way. Your adventure begins in the town of Fandalin. Fandalin is the developing town thanks to a local mind that has been discovered in the recent years. The increase of wealth attracts the attention of many travelers along the Sword Coast, including miners and merchants. Unfortunately, rumors have it that the newfound wealth also caught the attention of a white dragon. The townsfolk are afraid, and the streets are now quiet from fear. You take the initiative to mingle with the townsfolk to find out what's going on. After some time exploring the city, you find the Town Masters Hall where the Town Master hides himself behind a locked door. He has posted some quests on a board nearby for you to consider. If you complete these quests, he will compensate you for your time by sliding your rewards beneath the small gap below the door one coin at a time. You first begin your journey by selecting some quests among the many on the board posted at the Town Masters Hall. The notice on the board tells of dwarves that are nearby ruins. Due to the dragon, they need to be warned of the danger in the area. You make your way to the dwarven ruins where you meet two bickering dwarves named Dazzlin and Norbus. They recruit your aid in exploring the temple within the ruins and together you venture in and find a bit of treasure. You alert them of the white dragon and take your leave back to Fandalin to claim your rewards. The quest board has a sign recruiting the aid of adventurers willing to travel to Gnomengard and gather the magical inventions of the gnomes that reside within. You take note of the quest and head southeast to the caves of Gnomengard. Here you find gnomes who are governed by two married kings, Nerkly and Corbos. King Corbos has gone mad and locked Nerkly and himself in their bed chambers. After exploring the area and defeating a mimic that has been devouring the gnoming inhabitants, you convince King Corbos that the threat is eliminated. This brings Corbos back to his senses and you find a magical hat and a wand in their bed chambers. You return back to Fandalin and hand over the hat in which the town master pays you fifty gold pieces for. On the board is a request to bring a local acolyte named Adabra Gwynn back to Fandalin from Umbridge Hill. With the white dragon roaming the area, it is not safe for her to be there alone. You head to the hill to find a building under attack by a manacor. Defeating the manacor, you enter the building and meet Adabra. She refuses to head back to Fandalin capable of defending herself. You head back to Fandalin where you provide the town master the news in exchange for your compensation. After completing a few of the quest, more notices appear on the board. Additionally, you hear talks of a lighthouse near the coast that holds a great amount of treasure. It is a tall tower shrouded in the thunderstorm with a shipwreck at its basin. Here you meet a giant crab that asks you to lay its master, a sea elf named Maral to rest. In exchange, the crab offers treasure for your aid. You head to the nearby cave where Maral resides as a Banshee. Defeating her, you return to the crab where she thanks you and hands you some treasure. Exploring the tower, you defeat an anchorite of Talos by striking its heart which resides at the top of the tower. Down below at the shipwreck, you navigate through shark-infested water to find more treasure for your taking. Satisfied with your riches, you travel back to Fandalin with gold-filled pockets. A request to save Alphonse Calisorm from an orc threat at Butterscroll Ranch is posted at the town master's hall. You head there promptly to find him hiding in a cellar of Butterscroll Ranch. Helping him find his lost cow, you take him back to Fandalin where he is safe from the dangers of the orcs. A camp deep in never winter woods, owned by the town master's brother, is in need of supplies. On the board is a request to deliver said supplies to the location. The local provisioner provides you with the delivery in which you take north into the woods. On the road, you find a suspicious boar watching you from the woods. This boar is an anchorite of Talos in disguise. If you spare the boar, it runs off to warn the other anchorites at the woodland manse. Regardless of how you deal with the animal, you make your way back to the camp to see the sight of ankhags littering the area. Defeating the ankhags and a cursed totem that brought them there, you deliver the supplies to the camp and head back to Fandalin. You read an advertisement on the board from a man named Don John Raskin. Raskin is the new overseer of the mountain's total gold mine, requesting that someone escort him there. You find Raskin at the local inn and begin your journey northeast to the mine. At the entrance of the mine, you find six dead orcs and within the caverns are the culprits. A were-rats infest the area as they have been pushed out from their original camp by the orcs. You deal with the were-rats and leave Raskin to figure out the rest. After completing a few more quests, you find more notices littering the board. It seems like trouble is certainly brewing in the town of Fandalin. On the board is a request from a man named Falcon. Orcs have been spotted near Falcon's hunting lodge and the owner needs someone to make a preemptive strike before things sour. You head to the hunting lodge to speak with Falcon who offers you a handsome reward to eradicate the orc threat. You can't help but feel a bit of malice towards the orcs from Falcon. Heading to the woodland manse, you clear the area of anchorites of Talos and secure the location, finding a map to a mysterious location in the middle of Neverwinter Woods. On the way back to Falcon's hunting lodge, you find it overrun by orcs and learn that Falcon has escaped back to Fandalin. Seeing as this is a threat much too great for you to handle, you travel back to Fandalin and claim your rewards from a frightened Falcon. With the threat of a dragon present, the town of Fandalin is in need of the dwarven fortress of Axelholm as a safe haven. The notice on the board provides a lofty sum of money to those who clear the fortress. Heading south of Fandalin, you find a fortress carved into the mountains. You eliminate the ghouls and banshees that reside within and travel back to town opening up a safe refuge in the event that it may be needed. Legends tell of a dragon-slaying sword that was buried somewhere on the high road along with some warriors. A sign on the board requests that someone retrieve the sword in the case that the dragon should be encountered. You begin your search northwest of Fandalin where you find a centaur named Xanth telling you of a half-orc evil deep within the woods. Xanth decides it is perhaps best to wait until you finish your search of the sword. Searching a burial mound nearby, you found a barrow haunted with the tombs of adventurers who once slayed a green dragon. Finding a sword embedded in the skull of a dragon, you acquire the weapon and make your way back to Xanth. Xanth leads you to a location deep within the woods. You observe that this location is marked on the map found at the Woodland Mance. Here you find more anchorites of tallows performing a ritual around a circle. Defeating the half-orcs, a boar emerges from the circle known as Gorthog, the Thunder Boar. You slay the beast and head back to Fandalin, hopefully putting an end to any strange rituals. In the town, you hear of talks about the Shrine of Savoros east of Fandalin near the town of Coneberry. It is said that the town of Coneberry was once attacked by barbarians and its residents escaped to the shrine. From here, the townsfolk fled or were slaughtered but rumors have it that it hides the gold of the locals. Travelling to the location, you find the ruins of a temple. Investigating the altar, you are presented with visions of a white dragon residing in the Ispire hold. Underneath the altar, you find some gold for your troubles and make your way to the Ispire hold. When arriving to the mountains near Ispire hold, you find a fortress atop the peak of an icy mountain. Travelling through the fortress, you find a band of thieves along with the remnants of frozen and dead orcs. The band of thieves wishes to plunder the dragon's treasure and view you as competition. At the roof of the fortress is a sleeping white dragon. It awakes when you enter and defends its new home violently. You strike at the young dragon and manage to barely slay it. After the brutal battle, you head back to Fandalin to alert the townsfolk of your success. They hail you as a hero and thank you for saving the town. Hello everybody. Thank you for watching my story run through of Dragon of Ispire Peak. If you enjoyed the video, please like and subscribe. It would really help me out. Thanks!